Eurogamer.net

Civilization 6 Governments and Policies list - every Policy requirement, Government bonus, and more

Complete details on Civ 6's Governments and Policies.

Civilization 6's Governments and Policies are an entirely new addition to the Civ series, bringing with them a new level of control over the type of civilization you hope to run.

Unlocked by progressing through the all-new Civics Tree, which is done by earning Culture - much the same as Tech Tree advances come from earning Science - Governments each grant a unique Inherent Bonus and Legacy Bonus, a selection of slots for Policy cards, and points towards city-state-wooing Envoys. Policies will comes from the same method of Civic Tree progression, with each one offering various benefits to your yields, units, Production and more.

Careful management of your Government choice and Policy unlocks, then, is crucial for an efficient playthrough, particularly if you have a specific victory condition - such as a Scientific, Military, or Religious Victory - in mind.

2

Civilization 6 Governments list

Civics Tree

As we mentioned above, Governments are unlocked at various stages of the Civics Tree. It's a long one, so there's no easy way to display it, but if you follow this link to our Civics Tree image, it'll open in a new tab for you to zoom in on and scroll around.

Governments

GovernmentRequirementInherent BonusLegacy BonusInfluence Generation
Chiefdom N/A N/A N/A N/A
Autocracy Unlock 'Political Philosophy' Capital receives +1 boost to all yields Bonus to Wonder Production (10%, plus 1% for every 10 turns on Standard speed Gain 3 Influence points per Turn. At 100 points, earn 1 Envoy.
Oligarchy Unlock 'Political Philosophy' All Land Melee units gain +4 Combat Strength Bonus combat experience for units (20%, plus 1% for every 5 turns on Standard speed) Gain 3 Influence points per Turn. At 100 points, earn 1 Envoy.
Classical Republic Unlock 'Political Philosophy' All cities with a district receive a +1 Amenity. Bonus Great People points (15%, plus 1% for every 15 turn on Standard speed) Gain 3 Influence points per Turn. At 100 points, earn 1 Envoy
Monarchy Unlock 'Divine Right' +2 Housing in any city with Medieval Walls Bonus Influence points towards Envoys (20%, plus 1% for every 10 turns on Standard speed) Gain 5 Influence points per Turn. At 150 points, earn 2 Envoys
Merchant Republic Unlock 'Exploration' +2 Trade Routes Discount on Gold purchases (15%, plus 1% for every 15 turns on Standard speed) Gain 5 Influence points per Turn. at 150 points, earn 2 Envoys
Theocracy Unlock 'Reformed Church' Can buy land combat units with Faith. All units +5 Religious Strength in theological combat Discount on Faith purchases (15%, plus 1% for every 15 turns on Standard speed) Gain 5 Influence points per Turn. At 150 points, earn 2 Envoys
Democracy Unlock 'Suffrage' Patronage of Great People costs 50% less Gold Bonus yields from district projects (30%, plus 1% for every 10 turns on Standard speed) Gain 7 Influence points per Turn. At 200 points, earn 3 Envoys
Fascism Unlock 'Totalitarianism' All combat units gain +4 Combat Strength Bonus to unit Production (20%, plus 1% for every 10 turns on Standard speed) Gain 7 Influence points per Turn. At 200 points, earn 3 Envoys)
Communism Unlock 'Class Struggle' Land units gain +4 Defense Strength Bonus to all Production (10%, plus 1% for every 20 turns on Standard speed) Gain 7 Influence points per Turn. At 200 points, earn 3 Envoys
3

Civilization 6 Policies list

Military Polices

PolicyCivic requiredDescriptionMade obsolete by
AgogeCraftmanship+50% Production toward Ancient and Classical era melee and ranged unitsFeudal Contract
BastionsDefensive Tactics+6 City Defense Strength, +5 City Ranged StrengthPublic Works
ChivalryDivine Right+100% Production toward Medieval, Renaissance, and Industrial era heavy and light cavalry unitsLightning Warfare
ConscriptionState WorkforceUnit maintenance reduced by 1 Gold per turn, per unitLevee en Masse
Defense of the MotherlandClass StruggleNo war weariness from combat in your territoryN/A
DisciplineCode of Laws+5 Unit Combat Strength when fighting BarbariansNative Conquest
Feudal ContractFeudalism+50% Production toward Medieval and Renaissance era melee and ranged unitsGrande Armee
Grand ArmeeNationalism+50% Production toward Industrial and Modern era melee and ranged unitsMilitary First
Integrated Space CellSpace Race+15% Production toward Space Race projects if a city has either a Military Academy or a SeaportN/A
International WatersCold War+100% Production toward Modern, Atomic and Information era Naval units, excluding CarriersN/A
Levee en MasseMobilizationUnit maintenance cost reduced by 2 Gold per turn, per unitN/A
Lightning WarfareTotalitarianism+100 Production for Modern, Atomic, and Information era heavy and light cavalry unitsN/A
LimesDefensive Tactics+100% Production toward defensive buildingsPublic Works
LogisticsMercantilism+1 Movement if starting turn in friendly territoryN/A
ManeuverMilitary Tradition+100% Production toward Ancient and Classical era heavy and light cavalry unitsLightning Warfare
Maritime IndustriesForeign Trade+100% Production toward Ancient and Classical era naval unitsInternational Waters
Martial LawTotalitarianismAccumulate 25% less war weariness than usualN/A
Military FirstRapid Deployment+50% Production toward Atomic and Information era melee and ranged unitsN/A
Miltary Research UrbanizationMilitary Academies and Seaports generate +1 ScienceIntegrated Space Cell
National IdentityNationalismUnits have 50% less Combat Strength reduction from being injuredN/A
Native ConquestExplorationCombat victories over units from earlier eras provide Gold equal to 50% of the Combat Strength of the defeated unitN/A
Patriotic WarClass Struggle+100% Production for Modern, Atomic and Information era support unitsN/A
Press GangsColonialism100% Production toward Renaissance and Industrial era naval unitsInternational Waters
Professional ArmyMercenaries50% discount on all unit upgradesN/A
PropagandaMass MediaAccumulate 25% less war weariness than usualN/A
RaidMilitary TrainingYields gained from pillaging are doubled for pillaging improvementsTotal War
RetainersCivil Service+1 Amenity for cities with a garrisoned unitPropaganda
SackMercenariesYields gained from pillaging are doubled for pillaging districtsTotal War
Strategic Air ForceGolbalization+50 Production toward Information era air units, and toward all CarriersN/A
SurveyCode of LawsDouble experience for recon unitsNative Conquest
Their Finest HourSuffrage+50% Production toward Modern and Atomic air unitsStrategic Air Force
Total War Scorched EarthYields gained from pillaging are doubledN/A
VeterancyMilitary Training+30% production toward Encampment districts and buildings for that districtN/A
Wars of ReligionReformed Church+4 Combat Strength when fighting civilizations that follow other ReligionsN/A

Economic Polices

PolicyCivic requiredDescriptionMade obsolete by
AestheticsMedieval Faires+100% Theater Square district adjacency bonusesSports Media
CaravanasariesForeign Trade+2 Gold from all Trade RoutesTriangular Trade
CollectivizationClass Struggle+4 Food from domestic Trade RoutesN/A
Colonial OfficesExploration+15% faster growth for cities not on your original Capital's continentN/A
Colonial TaxesColonialism+25% Gold in cities not on your original Capital's continentN/A
ColonizationEarly Empire+50% Production toward SettlersN/A
CorveeState Workforce+15% Production toward Ancient and Classical WondersSkyscapers
CraftsmenGuilds100% Industrial Zone adjacency bonusesFive-Year Plan
EccomerceGlobalization+5 Production and +10 Gold for international Trade RoutesN/A
Economic UnionSuffrage+100% Commercial Hub and Harbor district adjacency bonusesN/A
ExpropriationScorched EarthSettler cost reduced by 50%, plot purchase cost reduced by 20%N/A
Five-Year PlanClass Struggle+100% Campus and Industrial Zone district adjacency bonusesN/A
Free MarketThe Enlightenment+100% Gold yield from Commercial Hub district buildingsN/A
God KingCode of Laws+1 Faith and +1 Gold in the CapitalScripture
Gothic ArchitectureDivine Right+15% Production toward Medieval and Renaissance wondersSkyscrapers
Grand OperaOpera and Ballet+100% Culture yield from Theatre Square district buildingsSports Media
Heritage TourismCultural Heritage+100% Tourism from Great Works for Art and ArtifactsN/A
IlkumCraftmansship+30% Production towards BuildersSerfdom
InsualeGames and Recreation+1 Housing in all cities with at least 2 specialty districtsMedina Quarter
Land SurveyorsEarly EmpireReduces the cost of purchasing a tile by 20%Expropriation
LiberalismThe Enlightenment+1 Amenity to all cities with at least 2 specialty districtsNew Deal
Market EconomyCapitalismYour international Trade Routes provide +1 Gold per Luxury and Strategic resource improved at the destination, as well as +2 Culture and +2 ScienceN/A
Medina QuarterMedieval Faires+2 Housing in all cities with at least 3 specialty districtsNew Deal
MeritocracyCivil ServiceEach city receives +1 Culture for each specialty district it constructsN/A
Natural PhilosophyRecorded History+100 Campus district adjacency bonusesFive-Year Plan
Naval InfrastructureNaval Tradition+100% Harbor district adjacency bonusesEconomic Union
New dealSuffrage+4 Housing, +2 Amenities, -8 Gold to all cities with at least 3 specialty districtsSuffrage
Online CommunitiesSocial Media+50% Tourism output to civilizations to which you have a Trade RouteN/A
Public TransportUrbanizationReceive 50 Gold per Appeal of tile when replacing a Farm with a Neighborhood districtN/A
Public WorksCivil Engineering+30% Production toward Builders, and newly trained Builders gain 2 extra build actionsN/A
RationalismThe Enlightenment+100% Science from Campus district buildingsN/A
Religious OrdersReformed ChurchAll religious units +5 Religious Strength in theological combatN/A
Resource ManagementConservation1 copy of a Strategic resource allows you to produce and purchase units requiring it in any cityN/A
Satellite BroadcastsSpace RaceTriples Tourism from Great Works of MusicN/A
ScriptureTheology+100% Holy Sity adjacency bonusesN/A
SerfdomFeudalismNewly trained Builders gain 2 extra build actionsPublic Works
SimultaneumReformed ChurchDoubles Faith yield from Holy Site district buildingsN/A
SkyscrapersCivil Engineering+15% Production toward Industrial era and later wondersN/A
Sports MediaProfessional Sports+100% Theater Square district adjacency bonuses, and Stadiums generate +1 AmenityN/A
Third AlternativeTotalitarianism+4 Gold from each Research Lab, Military Academy, and Power PlantN/A
Town ChartersGuilds+100% Commercial Hub district adjacency bonusesEconomic Union
Trade ConfederationMercenaries+1 Culture and +1 Science from intentional Trade RoutesMarket Economy
Triangular TradeMercantilism+4 Gold and +1 Faith from all Trade RoutesEcommerce
Urban PlanningCode of Laws+1 Production of all citiesColonial Offices
4

Diplomatic Policies

PolicyCivic requiredDescriptionMade obsolete by
Arsenal of DemocracySuffrageYour Trade Routes to an Ally's city provide +2 Food and +2 Production for both citiesN/A
Charismatic LeaderPolitical Philosophy+2 Influence points per turn toward earning city-state EnvoysGunboat Diplomacy
Collective ActivismSocial Media+10% Culture per city-state you are the Suzerain ofN/A
ContainmentCold WarEach Envoy you send to a city-state counts as two, if its Suzerain has a different government than youN/A
CryptographyCold WarEnemy Spy level reduced by 2 in your lands. Your Spy level is increased by 1 for offensive operationsN/A
Diplomatic LeaguePoltical PhilosophyThe first Envoy you send to each city-state counts as two EnvoysN/A
Gunboat DiplomacyTotalitarianismOpen Borders with all city-states, and a +4 Influence points per turn toward earning EnvoysN/A
International Space AgencyGlobalization+10% Science per city-state you are the Suzerain ofN/A
MachiavellianismDiplomatic Service+50% Production toward Spies, Spy operations take 25% less timeN/A
Merchant ConfederationMedieval Faires+1 Gold from each of your Envoys at city-statesN/A
Nuclear EspionageNuclear ProgramSpies who steal a tech boost without being detected gain an extra boostN/A
Police StateIdeologyEnemy Spies level reduced by 2 in your lands. However all cities suffer -1 AmenityN/A
RajColonialism+2 Science, Culture, Faith and Gold from each city-state you are Suzerain ofN/A
Making Cyberpunk When Mike Pondsmith met CD Projekt Red. Making Cyberpunk

Looking for more Civilization 6 advice? Our Civilization 6 guide, tips and tricks covers the essentials before you master early game, mid-game and late-game strategies. We also have tips on the new Districts feature, a Leaders list with their Traits and Agendas, plus the best ways to get Gold, Science, and Faith, how to win by Religious Victory, and how to earn the elusive Science Victory and Military domination victory. Finally, here's the Culture Victory, Foreign Tourism, and Domestic Tourism explained in depth.

Great Person Policies

PolicyCivic requiredDescriptionMade obsolete by
Frescoes+2 Great Artist points per turnHumanismN/A
InspirationMysticism+2 Great Scientist points per turnNobel Prize
InnovationHumanism+2 Great Engineer points per turnN/A
Laissez-FaireCapitalism+4 Great Merchant points per turnN/A
Literary TraditionDrama and Poetry+2 Great Writer points per turnN/A
Military OrganisationScorched Earth+4 Great General points per turnN/A
NavigationNaval Navigation+2 Great Admiral points per turnN/A
Nobel PrizeNuclear Program+4 Great Scientist points per turnN/A
RevelationMysticism+2 Great Prophet points per turnN/A
StrategosMilitary Tradition+2 Great General points per turnMilitary Organization
SymphoniesOpera and Ballet+4 Great Musician points per turnN/A
Traveling MerchantsGuilds+2 Great Merchant points per turnLaissez-Faire

Comments

Comments for this article are now closed, but please feel free to continue chatting on the forum!